Goblin Fortress by AtkinsSJ 2012-12-21T07:57:00
I'm sad there wasn't any time to add a goal. Just building up is surprisingly fun though! I love the sounds! Although the sprites were very cute, having the gobbos walk behind buildings really detracted from the experience for me. Even if you didn't have time to implement pathfinding, I'd have prefered them to appear on top. I'm afraid I can't give you much for theme, as all there is at this point is a loose tie-in to Dwarf Fort. Overall, I enjoyed it!
LD28 — You Only Get One (32)
L1ghter by quill18 2014-01-05T04:11:00
I really like your self-narration, I think it really added a lot, though perhaps you should keep track of repeated lines. Also, I think normal quill18 is funnier than pitch-shifted quill18, but that's just me. XD A very solid package and clever use of the theme. Your lighter wins my award for favorite FPS 'weapon' of the year for both it's usage and control scheme. :) Great attention to detail with the audio, even including footsteps, though some of the traps lacked sound and some ambient noise could have added a lot. Good use of the theme too.
Robo Juicestice by BNeutral 2014-01-05T03:45:00
Art as a whole is really good, but was let down in the level tiles. Having the background parallax at the same speed as the character looked really weird too. Audio was great. The controls felt sloppy - you really need to have faster direction changing and better in-air control for the little platform at the boss stage. Secondarily, hitboxes were very poor and I found it impossible to beat the second boss stage due to the massive yellow balls with hitboxes three times their apparent size. There's also very little feedback when you die, especially as it is bugged to continue showing your gun and shooting.
Fountain by Terry 2014-01-05T03:27:00
Wow, Terry. You have a unique gift for realizing an idea in all aspects of execution. That said, it is of course a bit frustrating to play a game that is designed to thwart completion. I do realize that is part of the point. :) Gameplay is a little unclear though - there is no indication of anything to collect and I didn't realize there was anything out there until I read the comments. Then again it could be argued that there is purposefully no goal.
You Only Get Juan by doitle 2014-01-05T00:19:00
I can sum this up with one word: Heh.
Moment of Interaction by Lockyy 2014-01-05T00:12:00
Interesting to watch, but progress throguh the years is pretty slow.
Fujo by TheSheep 2014-01-05T00:01:00
I think the animation could be swifter - walking long distances is tedious. The amount of content you have in is impressive for the time limit, but I don't find the game very captivating unfortunately.
YouOnlyGetOnePath by xerysherry 2014-01-04T23:41:00
Well built, but the difficulty and lack of instructions (even in your submission post) was a big turn-off for me. It think the ball-spin would be more effectively shown if the trajectory on the wall collisions was by default the inverse of the incident angle (ie. if the walls lacked any frictional force on the ball). This would also make the ball's path easier to predict and lead to less frustration :P Also, I think the you failed sound is taunting me. I like the calculator graphics aesthetic you have going on.
Boulder Boomerang by Kikkers 2014-01-04T23:31:00
My only complaint is that it's a little finicky getting those last few guys. I like it though. Fun and cute :)
Robogenesis by JavadocMD 2014-01-04T23:23:00
the delay between clicking on two parts was rather awkward. Audio was good. I'm glad you got some setting in even though it felt a bit stilted. Mood points!
Burning Fridges by foumart 2014-01-04T23:07:00
Got a bit frustrated by the dormitory level. The mechanics are very interesting. Too bad you ran out of time for more levels. Also, I couldn't get the keybd. controls to work in the jam version - you might want to mention those are post jam only. I look forward to playing that one! :)
Rogue Rush by schizokoa 2014-01-04T22:27:00
Not being able to see the controls more than once is a big problem. Dodging is incredibly difficult due to the grid-based movement, as is attacking. I can see a lot of work went into this but it I found it neither challenging nor very attention grabbing unfortunately. I feel bad for being so harsh. I do think there is potential here.
Dare to Dig! by Mirroar 2014-01-04T21:39:00
Very fun to play, I think you got the balance just about right! Would have liked more duck-tape tho. Haven't found the mask yet. Only thing that's missing is music and perhaps a better explanation of the powerups as you pick them up, as in the 'stuff I found' section.
Azimuth Zero by Joror 2014-01-04T21:21:00
I also got the bug with one Virr planet that is/was already controlled and not doing anything. Converted the whole galaxy otherwise. I think food needs balancing as it doesn't seem at all useful and max pop just gets reached and then food doesn't help. Since the pop doesnt affect production, I don't see any use or it. Or the redacted use needs explaining; I didn't find it at all. Planets are really hard to click on when zoomed way out so its hard to send flows across the galaxy. Music got a little annoying after a while. Altogether though, nice concept and fun game!
Dragon Child by fractoluminous 2014-01-04T19:57:00
Really not sure how to rate this. I don't think I understand the message if there is one, but I think that the writing was well done.
HotPotatoHorde by ludotrix 2014-01-04T19:47:00
Graphics are very pretty but it's hard to identify what is what; more contrast would be helpful, as would a help screen or tutorial or something. I couldn't identify powerups at all. We got multishot sometimes but had no idea how. I'm not sure what it means when the players are white vs their original colors either. The amount of enemies spawning was a bit crazy, perhaps enemies should be destroyed after each wave too. Audio was sufficient.
At The Last Minute by Scrapworks 2014-01-04T19:29:00
The mechanics of this game are very fun, but the time limit is severely limiting my enjoyment. Perhaps if you die, the timer should reset to what it was at the last checkpoint? Movement is very fluid and I enjoy the fast pace, but sometimes the grapples seem to fire at the wrong angles. Not sure if that's just my imagination tho. The graphics were very well done but could use a bit more contrast. I felt the audio was very good though could use some more audio feedback fore different events, eg. collecting crystals, opening doors. Perhaps tone down the screen shake and fade a bit as the last 4-ish seconds are unplayable.
Death From Above by AlexFili 2014-01-04T18:14:00
I think your audio is very solid. The concept and execution is actually pretty cool but there's not a lot to it. I agree with Metal Atrophy and LukuluK as well.
TITAN SOULS by Claw 2014-01-04T18:02:00
Agreed that this is challenging, but the audio (music especially) and the atmosphere is excellent. The final sacrifice could be more explicit; I was confused at first.
Experience Legion by calimeraw 2014-01-04T16:52:00
Interesting concept but very incomplete
A Space Game by SerialVelocity 2014-01-02T04:09:00
Bug: Once the game resets after you die, bullets no longer shoot from either the enemies or your ship.
I liked the 'lock-on' concept and I think the game would be more fun and unique if you removed the other means of shooting entirely. I don't know how you intended the theme to be interpreted in your game, I take it that it's supposed to be you only get one ship? I liked the attention to detail you put into your graphics. Audio and some vfx would give this game more punch.
lights out by Waterman7 2014-01-02T03:48:00
I really like this concept. I would have liked to see more life for your ally though, especially as he doesn't run away on his own. He dies a bit too easily I feel. Give this game some sound and music and some progression with levels and/or more enemy types, and you've got a very nice webgame with a possibility for a wide appeal!
Purpose by deepnight 2013-12-21T21:51:00
Wow deepnight, you impress me again! And this was only in 7h! Looks like a great start, please to finish!
1 Shot Armada by aneeslol 2013-12-21T21:34:00
I would've liked this a lot more had it been double-zoom, I think. Your graphics weren't bad but they were so small I couldn't appreciate them. I found the audio unimpressive, but I'm glad it was present, at least! :)
Tsuba by Daveloper 2013-12-21T21:23:00
I feel like this could've used some more visual feedback - a screen flash would've been very fitting with the genre. I would've liked some animation too. Seems like a solid mechanic though not terribly unique. Good sound and music.
Projectile 1 by diegomachado 2013-12-21T21:08:00
This seems very nicely put together. I like the bullet bouncing and the feels of the controls. You did a good job with responsiveness and feedback; the sounds are nicely punchy and the screen shake is a good touch. Interesting enemies too.
0RBITALIS by AlanZucconi 2013-12-20T01:45:00
Damn you 7472 Kumakiri! I must have made swiss cheese out of all your planets by now! I felt the audio was a bit too crunchy for the rest of the aesthetic.
th3 r00m by SaintHeiser 2013-12-19T05:20:00
Wow. I can only think of two real negatives I noticed during play: 1 - the gun was a bit awkward to control. 2 - some of the wording really threw me out of the mood and I found it hard to understand what the room was saying at points. (I'm guessing English is a second language?) But wow. Good story and pacing. I loved that you show how the room is not looking out for you right away by having the spiders run at the lasers. I felt threatened all the way through the game. Enemies and hazards are interesting too. Great use of graphics and effects like the lighting. Sound is nothing special but didn't seem out of place or lacking anywhere. Music is fitting though minimal. I like the repeated use of the theme. I'd like to do a quick write-up of some improvements you can make to the dialogue if you don't mind the suggestions! Overall five stars - this is the most complete and solid experience I've seen s far.
Acorn Hunter 5000 by dcolgan 2013-12-19T04:51:00
First thing I was struck by was the audio. Top notch stuff! I'm interested in how you created the (non vocal) sfx and what you used for the music which was also exceptionally good! The gameplay is very smooth and responsive. Quite well polished, but in the end there's unfortunately not really that much to it. I quite like the random fire mechanic. Felt very organic though it does have a tendency to either peter out swiftly or rage unchecked. The graphics are all cohesive and well done. There's hardly even a mention of the theme though. Also, hurry up and rate my game Colgan. You know you can beat it! ;D
Spectral Sword by kratorspore 2013-12-19T04:35:00
Very cool idea! It's quite a frantic game and I'm probably going to come back to it. I really like the charging mechanic, but it felt too long among hordes of enemies with nowhere to retreat. The ability to look around easier would be very helpful, or to see to your left and right a little. Enemies can sneak up on you with zero warning. Even some directional audio cue when enemies approach would help with this. I'd really like to play this game with full mouselook and freedom of movement (for enemies too)! Nice procedural generation (or what seems to be that) aw well, though some balancing is necessary. It shouldn't be too hard to start you in a room with no enemies. I'd also like to start with my back against a wall so I can get my bearings before things start stabbing me XD. This could also work well as a turn-based system, where you have a limited # of actions before enemies move. The them tie-in was a bit dubious to my sensibilities though.
Do Not Expect Help by Icoates 2013-12-19T04:18:00
The rule changing is a fun mechanic but felt arbitrary and unfair at times. I was frustrated especially by level two and the controls not being a direct map from the arrow pad. I was also frustrated at the lack of control precision and some of the pixel-perfect platforming, especially long sequences of exacting jumps. I like your graphics, except for the pelican. They seem to fit the concept well, but some animation would be nice. Music was good, but seemed too loud, could use some sfx too. Overall, I like the sense of whimsy and abandon, the game defies expectations but could use a little polish. :)
Wrecked by Pomb 2013-12-19T03:57:00
Controls were very difficult. Felt better after a while, but still very frustrating. Art was amazing. The lack of instructions was a major detractor. Nothing explains that you have to grapple the white parts back to the pod. This could easily be fixed on this page at least. Okay overall but I got bored after gathering 25 pieces and seeing no improvement in my situation. :P
Blueprint by Sim 2013-12-16T18:21:00
Nice! I love the super-eagle filter and will def. be looking into that implementation! Could've used a little anim on the main char tho. Music was pleasant and well written though a bit short and repetitive (but what can you do, it's a jam). Sfx were well implemented. Really fun mechanic, but the lack of checkpoints was quite frustrating. Overall, great game! One question though: I got a bomb... how do I use it?